Monsters
| Name | Type | Challenge rating | Description |
|---|---|---|---|
| Ankheg | Monstrosity | 2 | AnkhegAnkhegLarge Monstrosity Unaligned
Armor:
14 (Natural) / 11 (Prone)
Hit points:
39
(6d10+6)
Speed:
Walk (30 ft.), Burrow (10 ft.)
STR
17
(3)
DEX
11
(0)
CON
13
(1)
INT
1
(-5)
WIS
13
(1)
CHA
6
(-2)
Senses:
darkvision (60 ft.), tremorsense (60 ft.), passive_perception (11)
Challenge Rating:
2
(250 XP)
Actions
Bite:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.
Acid Spray:
The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
/api/images/monsters/ankheg.png |
| Ape | Beast | 1/2 | ApeApeMedium Beast Unaligned
Armor:
12 (Dexterity)
Hit points:
19
(3d8+6)
Speed:
Walk (30 ft.), Climb (30 ft.)
STR
16
(3)
DEX
14
(2)
CON
14
(2)
INT
6
(-2)
WIS
12
(1)
CHA
7
(-2)
Senses:
passive_perception (13)
Challenge Rating:
0.5
(100 XP)
Proficiency Bonus:
Skill: Athletics (5), Skill: Perception (3)
Actions
Multiattack:
The ape makes two fist attacks.
Fist:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock:
Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
/api/images/monsters/ape.png |
| Archmage | Humanoid | 12 | ArchmageArchmageMedium Humanoid Any Alignment
Armor:
12 (Dexterity) / 15 (Mage Armor)
Hit points:
99
(18d8+18)
Speed:
Walk (30 ft.)
STR
10
(0)
DEX
14
(2)
CON
12
(1)
INT
20
(5)
WIS
15
(2)
CHA
16
(3)
Damage Resistances:
damage from spells, bludgeoning, piercing, and slashing from nonmagical attacks (from stoneskin)
Senses:
passive_perception (12)
Languages:
any six languages
Challenge Rating:
12
(8400 XP)
Proficiency Bonus:
Saving Throw: INT (9), Saving Throw: WIS (6), Skill: Arcana (13), Skill: History (13)
Magic Resistance:
The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting:
The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:
- Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
- 1st level (4 slots): detect magic, identify, mage armor*, magic missile
- 2nd level (3 slots): detect thoughts, mirror image, misty step
- 3rd level (3 slots): counterspell, fly, lightning bolt
- 4th level (3 slots): banishment, fire shield, stoneskin*
- 5th level (3 slots): cone of cold, scrying, wall of force
- 6th level (1 slot): globe of invulnerability
- 7th level (1 slot): teleport
- 8th level (1 slot): mind blank*
- 9th level (1 slot): time stop
* The archmage casts these spells on itself before combat.
Actions
Dagger:
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
/api/images/monsters/archmage.png |
| Assassin | Humanoid | 8 | AssassinAssassinMedium Humanoid Any Non-good Alignment
Armor:
15 (Studded Leather Armor)
Hit points:
78
(12d8+24)
Speed:
Walk (30 ft.)
STR
11
(0)
DEX
16
(3)
CON
14
(2)
INT
13
(1)
WIS
11
(0)
CHA
10
(0)
Damage Resistances:
poison
Senses:
passive_perception (13)
Languages:
Thieves' cant plus any two languages
Challenge Rating:
8
(3900 XP)
Proficiency Bonus:
Saving Throw: DEX (6), Saving Throw: INT (4), Skill: Acrobatics (6), Skill: Deception (3), Skill: Perception (3), Skill: Stealth (9)
Assassinate:
During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Evasion:
If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn):
The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Actions
Multiattack:
The assassin makes two shortsword attacks.
Shortsword:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow:
Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
/api/images/monsters/assassin.png |
| Awakened Shrub | Plant | 0 | Awakened ShrubAwakened ShrubSmall Plant Unaligned
Armor:
9 (Dexterity)
Hit points:
10
(3d6)
Speed:
Walk (20 ft.)
STR
3
(-4)
DEX
8
(-1)
CON
11
(0)
INT
10
(0)
WIS
10
(0)
CHA
6
(-2)
Damage Resistances:
piercing
Damage Vulnerabilities:
fire
Senses:
passive_perception (10)
Languages:
one language known by its creator
Challenge Rating:
0
(10 XP)
False Appearance:
While the shrub remains motionless, it is indistinguishable from a normal shrub.
Actions
Rake:
Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) slashing damage.
/api/images/monsters/awakened-shrub.png |
| Awakened Tree | Plant | 2 | Awakened TreeAwakened TreeHuge Plant Unaligned
Armor:
13 (Natural)
Hit points:
59
(7d12+14)
Speed:
Walk (20 ft.)
STR
19
(4)
DEX
6
(-2)
CON
15
(2)
INT
10
(0)
WIS
10
(0)
CHA
7
(-2)
Damage Resistances:
bludgeoning, piercing
Damage Vulnerabilities:
fire
Senses:
passive_perception (10)
Languages:
one language known by its creator
Challenge Rating:
2
(450 XP)
False Appearance:
While the tree remains motionless, it is indistinguishable from a normal tree.
Actions
Slam:
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.
/api/images/monsters/awakened-tree.png |
| Axe Beak | Beast | 1/4 | Axe BeakAxe BeakLarge Beast Unaligned
Armor:
11 (Dexterity)
Hit points:
19
(3d10+3)
Speed:
Walk (50 ft.)
STR
14
(2)
DEX
12
(1)
CON
12
(1)
INT
2
(-4)
WIS
10
(0)
CHA
5
(-3)
Senses:
passive_perception (10)
Challenge Rating:
0.25
(50 XP)
Actions
Beak:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
/api/images/monsters/axe-beak.png |
| Azer | Elemental | 2 | AzerAzerMedium Elemental Lawful Neutral
Armor:
15 (Natural) / 17 (Shield)
Hit points:
39
(6d8+12)
Speed:
Walk (30 ft.)
STR
17
(3)
DEX
12
(1)
CON
15
(2)
INT
12
(1)
WIS
13
(1)
CHA
10
(0)
Damage Immunities:
fire, poison
Condition Immunities:
Poisoned
Senses:
passive_perception (11)
Languages:
Ignan
Challenge Rating:
2
(450 XP)
Proficiency Bonus:
Saving Throw: CON (4)
Heated Body:
A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.
Heated Weapons:
When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).
Illumination:
The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft..
Actions
Warhammer:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.
/api/images/monsters/azer.png |
| Baboon | Beast | 0 | BaboonBaboonSmall Beast Unaligned
Armor:
12 (Dexterity)
Hit points:
3
(1d6)
Speed:
Walk (30 ft.), Climb (30 ft.)
STR
8
(-1)
DEX
14
(2)
CON
11
(0)
INT
4
(-3)
WIS
12
(1)
CHA
6
(-2)
Senses:
passive_perception (11)
Challenge Rating:
0
(10 XP)
Pack Tactics:
The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Bite:
Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.
/api/images/monsters/baboon.png |
| Badger | Beast | 0 | BadgerBadgerTiny Beast Unaligned
Armor:
10 (Dexterity)
Hit points:
3
(1d4+1)
Speed:
Walk (20 ft.), Burrow (5 ft.)
STR
4
(-3)
DEX
11
(0)
CON
12
(1)
INT
2
(-4)
WIS
12
(1)
CHA
5
(-3)
Senses:
darkvision (30 ft.), passive_perception (11)
Challenge Rating:
0
(10 XP)
Keen Smell:
The badger has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Bite:
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
/api/images/monsters/badger.png |
| Balor | Fiend | 19 | BalorBalorHuge Fiend Chaotic Evil
Armor:
19 (Natural)
Hit points:
262
(21d12+126)
Speed:
Walk (40 ft.), Fly (80 ft.)
STR
26
(8)
DEX
15
(2)
CON
22
(6)
INT
20
(5)
WIS
16
(3)
CHA
22
(6)
Damage Resistances:
cold, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities:
fire, poison
Condition Immunities:
Poisoned
Senses:
truesight (120 ft.), passive_perception (13)
Languages:
Abyssal, telepathy 120 ft.
Challenge Rating:
19
(22000 XP)
Proficiency Bonus:
Saving Throw: STR (14), Saving Throw: CON (12), Saving Throw: WIS (9), Saving Throw: CHA (12)
Death Throes:
When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.
Fire Aura:
At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Magic Resistance:
The balor has advantage on saving throws against spells and other magical effects.
Magic Weapons:
The balor's weapon attacks are magical.
Actions
Multiattack:
The balor makes two attacks: one with its longsword and one with its whip.
Longsword:
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.
Whip:
Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.
Teleport:
The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
/api/images/monsters/balor.png |
| Bandit | Humanoid | 1/8 | BanditBanditMedium Humanoid Any Non-lawful Alignment
Armor:
12 (Leather Armor)
Hit points:
11
(2d8+2)
Speed:
Walk (30 ft.)
STR
11
(0)
DEX
12
(1)
CON
12
(1)
INT
10
(0)
WIS
10
(0)
CHA
10
(0)
Senses:
passive_perception (10)
Languages:
any one language (usually Common)
Challenge Rating:
0.125
(25 XP)
Actions
Scimitar:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow:
Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
/api/images/monsters/bandit.png |
| Bandit Captain | Humanoid | 2 | Bandit CaptainBandit CaptainMedium Humanoid Any Non-lawful Alignment
Armor:
15 (Studded Leather Armor)
Hit points:
65
(10d8+20)
Speed:
Walk (30 ft.)
STR
15
(2)
DEX
16
(3)
CON
14
(2)
INT
14
(2)
WIS
11
(0)
CHA
14
(2)
Senses:
passive_perception (10)
Languages:
any two languages
Challenge Rating:
2
(450 XP)
Proficiency Bonus:
Saving Throw: STR (4), Saving Throw: DEX (5), Saving Throw: WIS (2), Skill: Athletics (4), Skill: Deception (4)
Actions
Multiattack:
The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
Scimitar:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Dagger:
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
/api/images/monsters/bandit-captain.png |
| Barbed Devil | Fiend | 5 | Barbed DevilBarbed DevilMedium Fiend Lawful Evil
Armor:
15 (Natural)
Hit points:
110
(13d8+52)
Speed:
Walk (30 ft.)
STR
16
(3)
DEX
17
(3)
CON
18
(4)
INT
12
(1)
WIS
14
(2)
CHA
14
(2)
Damage Resistances:
cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities:
fire, poison
Condition Immunities:
Poisoned
Senses:
darkvision (120 ft.), passive_perception (18)
Languages:
Infernal, telepathy 120 ft.
Challenge Rating:
5
(1800 XP)
Proficiency Bonus:
Saving Throw: STR (6), Saving Throw: CON (7), Saving Throw: WIS (5), Saving Throw: CHA (5), Skill: Deception (5), Skill: Insight (5), Skill: Perception (8)
Barbed Hide:
At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.
Devil's Sight:
Magical darkness doesn't impede the devil's darkvision.
Magic Resistance:
The devil has advantage on saving throws against spells and other magical effects.
Actions
Multiattack:
The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.
Claw:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Tail:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Hurl Flame:
Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
/api/images/monsters/barbed-devil.png |
| Basilisk | Monstrosity | 3 | BasiliskBasiliskMedium Monstrosity Unaligned
Armor:
12 (Natural)
Hit points:
52
(8d8+16)
Speed:
Walk (20 ft.)
STR
16
(3)
DEX
8
(-1)
CON
15
(2)
INT
2
(-4)
WIS
8
(-1)
CHA
7
(-2)
Senses:
darkvision (60 ft.), passive_perception (9)
Challenge Rating:
3
(700 XP)
Petrifying Gaze:
If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.
If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.
Actions
Bite:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.
/api/images/monsters/basilisk.png |
| Bat | Beast | 0 | BatBatTiny Beast Unaligned
Armor:
12 (Dexterity)
Hit points:
1
(1d4-1)
Speed:
Walk (5 ft.), Fly (30 ft.)
STR
2
(-4)
DEX
15
(2)
CON
8
(-1)
INT
2
(-4)
WIS
12
(1)
CHA
4
(-3)
Senses:
blindsight (60 ft.), passive_perception (11)
Challenge Rating:
0
(10 XP)
Echolocation:
The bat can't use its blindsight while deafened.
Keen Hearing:
The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite:
Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
/api/images/monsters/bat.png |
| Bearded Devil | Fiend | 3 | Bearded DevilBearded DevilMedium Fiend Lawful Evil
Armor:
13 (Natural)
Hit points:
52
(8d8+16)
Speed:
Walk (30 ft.)
STR
16
(3)
DEX
15
(2)
CON
15
(2)
INT
9
(-1)
WIS
11
(0)
CHA
11
(0)
Damage Resistances:
cold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities:
fire, poison
Condition Immunities:
Poisoned
Senses:
darkvision (120 ft.), passive_perception (10)
Languages:
Infernal, telepathy 120 ft.
Challenge Rating:
3
(700 XP)
Proficiency Bonus:
Saving Throw: STR (5), Saving Throw: CON (4), Saving Throw: WIS (2)
Devil's Sight:
Magical darkness doesn't impede the devil's darkvision.
Magic Resistance:
The devil has advantage on saving throws against spells and other magical effects.
Steadfast:
The devil can't be frightened while it can see an allied creature within 30 feet of it.
Actions
Multiattack:
The devil makes two attacks: one with its beard and one with its glaive.
Beard:
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Glaive:
Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
/api/images/monsters/bearded-devil.png |
| Behir | Monstrosity | 11 | BehirBehirHuge Monstrosity Neutral Evil
Armor:
17 (Natural)
Hit points:
168
(16d12+64)
Speed:
Walk (50 ft.), Climb (40 ft.)
STR
23
(6)
DEX
16
(3)
CON
18
(4)
INT
7
(-2)
WIS
14
(2)
CHA
12
(1)
Damage Immunities:
lightning
Senses:
darkvision (90 ft.), passive_perception (16)
Languages:
Draconic
Challenge Rating:
11
(7200 XP)
Proficiency Bonus:
Skill: Perception (6), Skill: Stealth (7)
Actions
Multiattack:
The behir makes two attacks: one with its bite and one to constrict.
Bite:
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Constrict:
Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.
Lightning Breath:
The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Swallow:
The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.
If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.
/api/images/monsters/behir.png |
| Berserker | Humanoid | 2 | BerserkerBerserkerMedium Humanoid Any Chaotic Alignment
Armor:
13 (Hide Armor)
Hit points:
67
(9d8+27)
Speed:
Walk (30 ft.)
STR
16
(3)
DEX
12
(1)
CON
17
(3)
INT
9
(-1)
WIS
11
(0)
CHA
9
(-1)
Senses:
passive_perception (10)
Languages:
any one language (usually Common)
Challenge Rating:
2
(450 XP)
Reckless:
At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Greataxe:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
/api/images/monsters/berserker.png |
| Black Bear | Beast | 1/2 | Black BearBlack BearMedium Beast Unaligned
Armor:
11 (Natural)
Hit points:
19
(3d8+6)
Speed:
Walk (40 ft.), Climb (30 ft.)
STR
15
(2)
DEX
10
(0)
CON
14
(2)
INT
2
(-4)
WIS
12
(1)
CHA
7
(-2)
Senses:
passive_perception (13)
Challenge Rating:
0.5
(100 XP)
Keen Smell:
The bear has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack:
The bear makes two attacks: one with its bite and one with its claws.
Bite:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claws:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
/api/images/monsters/black-bear.png |
| Black Dragon Wyrmling | Dragon | 2 | Black Dragon WyrmlingBlack Dragon WyrmlingMedium Dragon Chaotic Evil
Armor:
17 (Natural)
Hit points:
33
(6d8+6)
Speed:
Walk (30 ft.), Fly (60 ft.), Swim (30 ft.)
STR
15
(2)
DEX
14
(2)
CON
13
(1)
INT
10
(0)
WIS
11
(0)
CHA
13
(1)
Damage Immunities:
acid
Senses:
blindsight (10 ft.), darkvision (60 ft.), passive_perception (14)
Languages:
Draconic
Challenge Rating:
2
(450 XP)
Proficiency Bonus:
Saving Throw: DEX (4), Saving Throw: CON (3), Saving Throw: WIS (2), Saving Throw: CHA (3), Skill: Perception (4), Skill: Stealth (4)
Amphibious:
The dragon can breathe air and water.
Actions
Bite:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.
Acid Breath:
The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.
/api/images/monsters/black-dragon-wyrmling.png |
| Black Pudding | Ooze | 4 | Black PuddingBlack PuddingLarge Ooze Unaligned
Armor:
7 (Dexterity)
Hit points:
85
(10d10+30)
Speed:
Walk (20 ft.), Climb (20 ft.)
STR
16
(3)
DEX
5
(-3)
CON
16
(3)
INT
1
(-5)
WIS
6
(-2)
CHA
1
(-5)
Damage Immunities:
acid, cold, lightning, slashing
Condition Immunities:
Blinded, Charmed, Exhaustion, Frightened, Prone
Senses:
blindsight (60 ft. (blind beyond this radius)), passive_perception (8)
Challenge Rating:
4
(1100 XP)
Amorphous:
The pudding can move through a space as narrow as 1 inch wide without squeezing.
Corrosive Form:
A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Spider Climb:
The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Pseudopod:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
/api/images/monsters/black-pudding.png |
| Blink Dog | Fey | 1/4 | Blink DogBlink DogMedium Fey Lawful Good
Armor:
13 (Dexterity)
Hit points:
22
(4d8+4)
Speed:
Walk (40 ft.)
STR
12
(1)
DEX
17
(3)
CON
12
(1)
INT
10
(0)
WIS
13
(1)
CHA
11
(0)
Senses:
passive_perception (10)
Languages:
Blink Dog, understands Sylvan but can't speak it
Challenge Rating:
0.25
(50 XP)
Proficiency Bonus:
Skill: Perception (3), Skill: Stealth (5)
Keen Hearing and Smell:
The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Teleport:
The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.
/api/images/monsters/blink-dog.png |
| Blood Hawk | Beast | 1/8 | Blood HawkBlood HawkSmall Beast Unaligned
Armor:
12 (Dexterity)
Hit points:
7
(2d6)
Speed:
Walk (10 ft.), Fly (60 ft.)
STR
6
(-2)
DEX
14
(2)
CON
10
(0)
INT
3
(-4)
WIS
14
(2)
CHA
5
(-3)
Senses:
passive_perception (14)
Challenge Rating:
0.125
(25 XP)
Proficiency Bonus:
Skill: Perception (4)
Keen Sight:
The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Pack Tactics:
The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Beak:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
/api/images/monsters/blood-hawk.png |
| Blue Dragon Wyrmling | Dragon | 3 | Blue Dragon WyrmlingBlue Dragon WyrmlingMedium Dragon Lawful Evil
Armor:
17 (Natural)
Hit points:
52
(8d8+16)
Speed:
Walk (30 ft.), Burrow (15 ft.), Fly (60 ft.)
STR
17
(3)
DEX
10
(0)
CON
15
(2)
INT
12
(1)
WIS
11
(0)
CHA
15
(2)
Damage Immunities:
lightning
Senses:
blindsight (10 ft.), darkvision (60 ft.), passive_perception (14)
Languages:
Draconic
Challenge Rating:
3
(700 XP)
Proficiency Bonus:
Saving Throw: DEX (2), Saving Throw: CON (4), Saving Throw: WIS (2), Saving Throw: CHA (4), Skill: Perception (4), Skill: Stealth (2)
Actions
Bite:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.
Lightning Breath:
The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
/api/images/monsters/blue-dragon-wyrmling.png |